Wednesday, June 20, 2012

Discipline Priests--How Do They Work?

The old line (well, an old line [well, a line I used] ) in Wrath was that discipline priests don't heal, they shield. After all, holy paladins were better at tank healing. Restoration druids and holy priests were better at raid healing. Restoration shamans could swing between both and pop bloodlust. The only reason to have a discipline priest, if you had your pick of healer compositions, was for the mitigation they brought via absorbs. Mitigation is powerful...you can't heal someone back up after a lethal hit, but you can mitigate a hit down to non-lethality.

Time for the line to change? Discipline priests don't shield, they DPS. I mean, yes, the revolution got underway in Cataclysm, what with Evangelism, Archangel and Atonement. This suite of spells allowed discipline priests to strategically DPS via Smite and Holy Fire to do a little bit of healing and build up stacks that could be traded in for a healing buff at need.

However, the other signature healer-DPS ability was given to restoration shamans: Telluric Currents. This was a much simpler mechanic...no messy stacks to ensure don't fall off, no cooldown to time, no hoping that someone useful was in range of the smart heal. You cast a lightning bolt, you get some more mana (if you hit with the bolt). No muss, no fuss. Mana is fungible after all...you can trade it in for anything your heart desires. Another Greater Healing Wave, another Chain Heal, another Healing Rain...hey, big spender, dig this blender.

But, hey, funny thing happened on the way to the next expansion: discipline priests got Telluric Currents too. Well, it has a different, more World of Warcraft priestly name: Power Word: Telluric Currents. No, wait, that's not right. Power Word: Solace. It'll probably also be balanced separately.

However, conceptually, it's pretty much the same. Cast a DPS spell, get back some mana. With mana expected to be as heavily restricted for healers as soda in New York (too much mana consumption, after all, has adverse effects to your health) in the early going of Mists of Pandaria, this could be a pretty important ability for priests (I should note that any sort of priest could take this ability, but since it better fits my narrative, I'm going to stick with discipline priests). It is actually in the same tier of talents as other mana sustainability talents (it replaced Archangel, which will now be baseline for discipline priests) like Surge of Light and Mindbender, but this is the ability in which higher skillcap can result in higher reward.

Mindbender is just an improved Shadowfiend. It's a fire-and-forget several times an encounter. Surge of Light, as always, is a proc that is largely out of your control. Power Word: Telluric Currents is an active ability who's only limit is your imagination (and the hard coded limits). The better able you are at weaving non-healing spells into your healing rhythm, the more mana you will have to play with in fueling your aforementioned healing rhythm.

So, from a discipline priest perspective, you're looking at using Holy Fire, Smite and Penance (Smite will likely drop out in any serious healing situation) on monsters to build Evangelism stacks and do some Atonement healing along the way, and Power Word: Telluric Currents on monsters to get back a little mana when you can (i.e. when you're not too busy DPSing the monster with other spells).

The skilled discipline priests will weave in the occasional shield while DPSing.

If that seems negative, it's not my intent. I'm being heavily tongue-in-cheek. Blizzard has generally said that this kind of playstyle is viewed as optional. Of course, Evangelism, Atonement and Archangel now being baseline to discipline suggests that maybe it isn't. One resolution we could draw is that Blizzard's view is that you can successfully disc without using these things, but if you want to be truly optimal (i.e. higher skillcap), you'll weave all these in. On the other hand, maybe they're balancing it such that it truly is optional (whether you're wandering around old content or pushing the edge of progression) and they just didn't want to waste more talent and glyph slots, so they stuffed most of these abilities into the discipline baseline arsenal (Atonement, at one point in the beta, was a glyph and Archangel, until this latest build, was a talent).

Further, I don't dislike the whole "DPS for rewards and prizes while healing" idea. It does open up another alley for healers who want to change their style of game in a meaningful way. I now consider Evangelism/Archangel/Atonement to be part of my baseline discipline spec and I do use them (plus I'm amused by healing heroic dungeons purely by holy firing and smiting). I quite like the Telluric Currents dynamic on my shaman. Now I can put them together, like chocolate and peanut butter. Or maybe like bananas, peanut butter and bacon. I'm really not sure how it will actually play, because man...that's a lot of DPS spells to juggle. I still do cast healing spells when healing, you know. Well, not healing spells...shielding spells. Never mind.




Sunday, May 20, 2012

World of Diablo? Diablocraft? By Any Name, The Perfect Game

So, I've been playing Diablo IIV. You may know someone else who is also playing the game. I would say it's popular, but only insofar as the ubiquitous crack-cocaine is popular. It's a niche market, but the fanboys and fangirls swear by it.

I've never played a Diablo-brand game before this. That might seem surprising, but in actuality, I'm not much of a gamer at all. I'm fond of saying that I went from Nintendo as a kid to World of Warcraft as an adult. That isn't strictly true...I loved the original Prince of Persia and I played a MUD (multi-user dungeon, text version of World of Warcraft) or two or three in between. But it is true in spirit...I just haven't spent much time on video games between my original fixation on them as a child and my latest fixation on World of Warcraft.

So the Diablo games simply passed me by in my non-video-game-playing existence. I'm still not much of a gamer outside of World of Warcraft, but now I'm dabbling in Diablo IIV because I got it free as part of the annual pass thing that Blizzard offered for World of Warcraft. 


So How Are you Enjoying It? 

Actually, I find it enthralling. I've been playing two characters so far...a monk in co-op mode with a friend of mine and, as a solo exploit, a wizardess (it's a word, I insist, and I refuse to use the word "wizard," which evokes the image of an old man with a long beard...I'm not playing Deckard Cain, he of the quavering voice).

The first thing I should mention is that game is beautiful. Drop-dead gorgeous. Stunning to the max. It makes just exploring a joy, because it's fun to see all the wonders of the world. Killing monsters is simple and zen...left click, left click, right click, maybe use 1-2-3-4 once in a while, maybe quaff a health potion once in a while. I'm not the first to think of this comparison (as I've discovered) but it's like a Roguelike game with stunning graphics and a gripping story. Those Roguelike games were ASCII art adventures that put the emphasis on exploration, killing monsters and loot, in partially or fully randomized dungeon maps. Hello, Diablo! Diablo's story is quite enjoyable, though. And the better graphics are important...I never really understood the point to "exploring" one room of text symbols after another (but some people really get into those games). Exploring a game with the lovely visuals of Diablo IIV, however, is great fun.

Also, it's extremely satisfying to wade into an army of demons and undead and unleash Hell (so to speak). The premise of these Diablo games seems to be that you play a hero...from the start. You're not a peasant working your way up toward hero status (you don't start off by killing chickens and bats, ala World of Warcraft). You start off by holding off hordes of undead and your tasks pretty much stay in that vein: be a one-person army, single-handedly destroying all evil in the world. Unless you do co-op, in which case you're two to four one-person armies. The spell effects are great...never has slaughter been so visually appealing. I am not a violent person, but I can't help being uplifted by getting a commendation for killing sixty to seventy monsters in a spray of magic and blood.


But World Of Warcraft Is Cool, Too, Right? 







Yes, yes it is. Boss fights are fun in Diablo IIV, but possess several orders of magnitude less complexity than the mechanics that raid bosses bring to the table in World of Warcraft. For good reason, as Diablo IIV is meant to be a "pick up and play for however many minutes or hours you have" type of game, while raiding in World of Warcraft is meant to be a "clear your night, this is serious business" type of endeavor.

I love the focus and effort and teamwork required for raiding. I like spending hours refining strategy and trying to play better to down a raid boss in World of Warcraft. I like it better than hack-and-slashing through Diablo IIVX (though I enjoy that too, see above). 

I've often felt that there are two things I enjoy in World of Warcraft: creating a character and raiding; everything in between is just busywork. That might be a little extreme (sometimes I enjoy a moment or two of the in-between part, especially the first time I leveled up a character), but it does get at the spirit of my feelings for the game. It's fun to start a new character, with new abilities and a new character image in your head (my priest has such a different personality from my hunter or my mage, you just wouldn't believe!). Then you stare at its back for several thousand quests (or endless trash packs, if you go the level-through-dungeons route) before getting to the big payoff.


So, Two Different Things For Two Different Purposes, Then 







Yes, that certainly makes sense and works. However, I can't help but think that the perfect game would blend the two types of fun. My view is that the leveling process and pre-raid gearing-up process in World of Warcraft is just grinding. Grinding quests, grinding mobs, grinding dungeons. Doing lots and lots of often very repetitive tasks. Grinding isn't fun.

Except when it is. After all, Diablo IIVX is nothing but grinding when you come right down to it. You hit one scenario or dungeon after another, slaughter your way through and collect your loots. There's obviously some strategy in building your character via the skills and runes you can mix and match, but the meat of the game is the grind. The glorious grind.

And it is glorious. In every way that World of Warcraft's grinds are tedious (to me), Diablo IIVX's grinds are great fun. Gripping, even. You're not running around a 20 yard square area killing a specific type of quest boar, hoping that you'll find nine of them that possess working hearts. You're exploring fairly large swatches of dangerous territory, all lushly and interestingly detailed. And you never know when you'll run into elites or named monsters, which are always more fun than the rare, named gnoll in World of Warcraft that maybe you'll happen to kill by accident while killing all the other gnolls in his 20 yard vicinity.

I purposely explore more than I need to in Diablo's world. It's not at all a unique strategy (I started doing it because a couple of people mentioned it as a tip) but I try to unfog the entire map before I move to the next step. This means purposely running around and killing a lot more than I would otherwise need to. I would never even consider doing this when questing in World of Warcraft. In World of Warcraft, I want to get the quest done as quickly as possible...and I know I'm not alone, because I can see how many people are annoyed when quest mobs take forever to drop enough unicorn horns to complete the criterion. 


Shotgun Weddings Are So Romantic 







So put Diablo IIVX and World of Warcraft in a room and force them to breed. For science. It's ethical when it's for science.

I'm not literally saying that Blizzard should merge these two games. They're both established and separate. Shoehorning the one into the other would probably not work. However, I can dream of a game that combined the best elements of both.

You'd level up in a style of play like, such as, for instance, Diablo IIVX. Leveling is a grind and Diablo makes grinding fun. Check and check.

Then you reach level cap and you run some fancier scenarios, still in the Diablo IIVX style, but maybe requiring co-op play. Whatever, needing co-op play isn't an important detail to me. You run those for your pre-raid gear. 

Then you raid, all World of Warcraft style. And start Diabloing up an alt.

It doesn't have to be so cut-and-dried separate. Maybe you can also run dungeons, World of Warcraft style, while leveling up. As a break from the Diabloesque hacking and slashing, and to learn the fundaments of group play so that you're not confused when you begin raiding. Maybe the co-op play of the Diabloesque leveling process can include more "holy trinity" elements than Diablo IIVX has.

It's all negotiable. I'm just envisioning a game that largely allows the fun of Diablo grinding to replace the tedium of World of Warcraft grinding while not losing the excellent (in my opinion) World of Warcraft end game. 


Conclusion, In Which I Realize I'm Not The Only Person On Earth







You may have noticed that my enthusing over what makes each game fun and/or tedious is a bit opinion-based. Not everyone would agree with me that World of Warcraft questing is boring and repetitive. Not everyone would like to replace the run-one-hundred-heroics-to-be-raid-ready process. Not everyone likes Diablo IIVXXXXL's playstyle. Not everyone wants to raid.

So, obviously, I'm creating a game for myself. The perfect game for me. I'm sure there's at least a small band of people who value things in each game as I do, so it would be a perfect game for me and those people. How large that group of people is, I don't know. Maybe one day, though, we'll get this game. And, hopefully, the people who like completely different things will get the game they like.

And maybe it'll be the same uber-game that all of humanity plays when they're not eating cleverly-concealed human remains. Did I just blow your mind?

Saturday, May 12, 2012

Taking Credit Where Credit Is Due

Just a quick post here, but back in March (do we even remember those heady, innocent days? Ah, we were all so young!) I penned this post: Priests Desperately Need Minors

That, of course, was my cheeky way of noting that we priests needed a bunch of cool cosmetic minor glyphs and pronto...we were falling behind in the stylistic arms race on the Mists of Pandaria beta.

Included in that list of suggestions was this little nugget:


Glyph of Vengeance

Your
Spirit of Redemption is now a Spirit of Vengeance...instead of using the model of a graveyard angel for when you turn into a Spirit of Redemption, you gain the model of a val'kyr.


Fast forward to May (otherwise known as present day) and lo and behold, what is this new glyph? For those too lazy to mouse over the link, let me reproduce the text here:


Glyph of the Val'kyr

While Spirit of Redemption is active, you now appear as a Val'kyr.
 


Why, it's my glyph idea, with a less evocative name!

For those priests out there, main or alt, reading this: you're welcome. (In Mists, Spirit of Redemption is a baseline ability for holy priests, so every holy priest will have it.)

Did I just write an entire post for the express purpose of self-congratulation? I think I did!

Tuesday, May 1, 2012

Dungeons Are Hard

Well, for some people. Like me. Other people breeze through them, but they represent a serious investment for me and, worst of all, the difficulty can never be nerfed (at least for as long as they are current content).

I don't mean performing my role in the dungeon. That was difficult at the start of the expansion when, as a healer, mana was tight and damage was reasonably high. However, now I overgear pretty much everything. And, really, even if I consider lower level dungeons on lower level alts, dungeons I don't necessarily overgear, I really never have much trouble playing my character. Dungeons aren't hard for me in that respect.

It's the social aspect that makes it hard, that makes it an investment that I have to weigh every time I queue. I'm not at all bad with people, in my daily life, in my personal life--even in my World of Warcraft life, with guildies and in-game friends. I wouldn't call myself socially awkward or anti-social. I get along with people, by and large.

However, in all those respects, the people are accountable to you in some respect. Even if it's as thin as the knowledge that the interaction is taking place with your real-life person, that's an accountability that puts quite a few limits on socially unacceptable behavior. In that setting, I'm fine with people. 

That, of course, is an overly-complicated way to introduce a pretty commonly-expressed sentiment that people given anonymity will (as a population) act quite a bit worse with respect to social mores.

Let me, though, start at a more general level before getting back to that.


Faking It


Even in "real life," I've become a pretty introverted person. In elementary school and junior high, I was a pretty introverted kid. I was the kid who took a book to school and spent recess sitting alone reading the book, because that's what I wanted to do. In high school, I was much more extroverted and friendly and that extended into college years. However, since then, it's been a slow descent back to introversion. Currently, my natural inclination is to keep to myself and avoid contact.

However, I avoid doing that at times. You can become a hermit, but it's not advisable. Some amount of socialization is healthy and you don't want to end up cut off from everyone. You don't want to be a dark presence in the company of friends, because then you'll be shunned.

So I force myself out of the automatic introversion and chat with people in an outwardly social manner. In fact, I'm so good at forcing myself to do this that people sometimes mistake me for outgoing. But I'm faking it!

This begs the question (and people have put the question to me directly), "What's the difference? How social one is is defined by how one interacts, so how can one plausibly define two identical results differently; one as real and one as fake?"

It's a good question, but I believe I have a good answer. 

The "bad answer" (by which I mean, the one with no explanatory value) is that it feels different. I know what it's like to want to interact and do it naturally and I know what it's like to do what I do today and they don't feel the same.

The better answer, from an explanatory standpoint, is the energy cost. Doing it naturally is effortless, because you enjoy doing it and it's the instinctive action. Faking it, however, requires the mental and emotional exercise of forcing one's self out of one's comfort zone and therefore carries a much greater toll and costs more energy (while generating no combo points).

I can experience this dichotomy even now. I am actually quite naturally social with people I'm very comfortable with. With those people, it's natural and I can interact with them easily for a great deal of time. It costs little, so it takes a long time to become mentally/emotionally exhausted. However, with strangers or casual acquaintances, it's forced and that costs a lot more energy per minute. Doing this exhausts me (again, on a mental/emotional axis) much more quickly.

I'm good at faking it, but my endurance isn't great in this mode. I can seem very social and chatty, but my clock is counting down rapidly.


Was This About World Of Warcraft Or Something?


I was just getting back to that, actually! I "recently" (end of November or so) switched guilds. I was joining the guild of a long-time friend, and several other friends were joining at the same time, but that still meant most people in the guild were new to me. I was leaving a guild of people I had known long enough to be quite comfortable with (including a good friend there, too).

For the first few months, I was faking it. On guild line, in vent, in raid chat...I didn't want to maintain a sullen silence, because no one likes sullen silence, right? I wanted to know the people I'd be spending so much time with per week, but I wanted them to know me, too. I consider myself reasonably interesting and occasionally funny, so I wanted people to know that. So I chatted on all those lines and made my little jokes and banter. It was tiring, though. Not tiresome, but tiring. The raiding was the easy part, the pretending-to-be-what-I-could-eventually-be-once-I-came-to-know-them-better was the part that taxed me. (Also taxing? Reading that hyphenated abomination I just created in the previous sentence.)

It's easier now, as I know them all better and they probably know me somewhat better. I no longer feel like the newcomer with no defined personality. Mission accomplished, but it came with effort.

So, this gets me back to where I started: dungeons are hard. A behavior of mine that I didn't really understand until I began to think about it in these terms now comes clear. Generally when I queue for dungeons, I queue for several in a row. Sometimes, a bunch in a row. There are times when I just want to run some dungeons, for the experience to level up or for gear.

What often ends up happening is that I run the dungeon, it goes well with no conflict and someone re-queues the group once it's finished. I'll watch one person after another re-queue as I hesitate, trying to decide if I will. And then, after saying something cheerful like "Good group, thanks!" I'll drop party and manually re-queue.

That, at face value, simply doesn't make sense, in my opinion. As I noted above, this happens when the run was smooth (so everyone was generally competent at their job) and there wasn't any conflict. I still want to run more dungeons. Why, then, would I turn down an instant queue with a perfectly reasonable group (the kind of group I'll hope to get in my next queue)?

The answer, now I realize, is simply that the social pressure got tiring. Even though I'll still be dealing with strangers in the next run, it'll be a new set of strangers. I can start over...I don't have to keep "being a person" with the same set of people. It sounds pretty strange and I'm probably explaining it with language poorly, but the longer the time spent with a group of people I don't know, where at any moment I may be called upon to interact, the more the toll. Re-queuing feels like a chance to recharge. Even as a healer (I'm usually a healer), my queues are generally not completely instant...more in the 1-5 minute range. That proves to be a nice mental/emotional recharge period. Plus, I get a new group of people. That does help ratchet down how much energy it feels like I've spent, since I'm not trying to extend the time of being nice or interesting or whatever with a group of people, I'm starting it from scratch.

Hopefully, the above paragraph made sense. It makes sense to me, because I know what I mean. Reading it over, I can see how it might not make sense to someone not already familiar with what I mean.

When you add in the knowledge that anyone in the party could be a griefer or that the first adversity (or any random event, really, from your point of view) could turn one or more people into raging jerks, that adds to the cost. The energy isn't only spent when I say something or when someone else says something. Some of the cost is just the presence of other people and that cost goes up when you have no reasonable expectation of what those people will say or do.

That is what makes dungeons hard and an investment. Each queue, I have to decide how much energy I have left for faking it. Depending on what else I've done during the day, I have more or less desire to spend that energy. Running a dungeon with friends substantially reduces the energy cost (indeed, reduces it to about 0, if I'm running with 3-4 other friends). Raiding with friends and guildmembers is about 0 in energy cost.

Running a dungeon with a PUG is costly, though. And until I can solo it, that cost can't be reduced by much of anything Blizzard does.

Friday, March 30, 2012

Instant Crit Versus Long Tail Mastery

The orthodoxy for holy priests is that, other than spirit, mastery is the best secondary stat to gear for. Haste is also solid (many suggest stacking at least to 12.5% raid-buffed for the first healing-over-time breakpoint--where Renew and Divine Hymn attain an extra tick per cast) and critical strike is shunned. Shunned!

I'm not going to discuss haste in this post, because haste is a bit of a different animal...it's essentially always good for reducing GCDs or cast times and becomes even better if you're approaching a haste breakpoint, but it comes at a cost--to realize most of the throughput gains, you have to fit in more casts, which means more mana burned. Haste is pure throughput at the cost of mana sustainability. (Extra healing-over-time ticks are an exception, but holy priests aren't nearly as HoT-centric as, say, restoration druids.)

What I want to discuss is mastery and critical strike...the two stats that provide throughput at no sustainability cost (i.e. free healing).

What's also interesting about this question is that I'm comparing the two stats that most holy priests would say have a wide gap between them and a clear "right answer" for which is better: mastery. And yet, I'm going to argue the reverse, that critical strike is the correct option for holy priests in most cases.


Front-Loading And Back-Loading


In a vacuum, holy's mastery mechanic--Echo of Light--actually performs quite well. Due to the lack of talents that leverage critical strike (unlike discipline, which has the Divine Aegis mechanic), mastery tends to perform better than critical strike when theory-crafted.

The problem arises when you dig into how Echo of Light works. If you cast a single spell, Echo is rather straight-forward...the target of the healing spell receives a HoT that heals for a certain percentage of the original heal over six seconds.

This gets complicated as you cast more and more spells. If you already have an Echo of Light HoT ticking on a player and heal that player again, more Echo of Light has to be added to the player. Thankfully, the new Echo doesn't clip or overwrite the old Echo, the way the Prayer of Healing glyph HoT does...that would neuter the mechanic terribly. How Blizzard made this work is interesting: it adds up the healing remaining on the old Echo (some of it has already ticked away), combines it with the healing that the new Echo would provide and creates a brand new six second HoT with all of that healing. It's clean and elegant...none of the Echo healing is lost, you just have a bigger and stronger HoT.

The problem, however, is that this serves to increasingly back-load the healing that Echo of Light is providing...that is, it pushes more and more of the healing to the future. With each heal of yours that lands, you're building a stronger and stronger HoT. Chain-casting to get through a rough patch of raid healing with leave you with a super-charged HoT on anyone who received a number of your heals.

What's wrong with that? The problem with that is that the more back-loaded your healing becomes, the more likely it is that it'll get pushed to overhealing by the healing-over-time from other healers or the completions of casts in progress. Now you might fairly point out that if it weren't back-loaded, then you'd be pushing other healers' healing into overhealing and, assuming we don't care about meters performance (and we shouldn't), what's the difference?

That response would be right on point if we assumed that the same casts would be made in either case. However, healers adjust their spell choice based on the state of life bars. If all that Echo of Light healing were delivered right up front, instantly, the other healers would see the effect of it before they made choices to drop another Healing Rain or cast a Holy Radiance or begin another Prayer of Healing cast.

In other words, if the effects of your Echo changed life bars quickly, it might save your fellow healers some casts, thereby saving them some mana to be used at another time. Less total overhealing, rather than overhealing redistributed. Instead, since your Echo's real effect is still to come, they cast all those spells, largely topping everyone off and then your Echo roars in to overheal all those people.

Now, what if we had a similar mechanic, whereby each of our heals added extra healing...but that healing was reflected instantly in life bars, thereby allowing your fellow healers to adjust their casting decisions accordingly? Wouldn't that be nice?

It would, and that mechanic is called critical strike. Now, you may have heard some scurrilous rumors about critical strike, that it's unreliable and RNG...but those fears are largely overblown. And while I shan't rehash my entire post on that subject, I will re-affirm that critical strike is quite a different animal for a holy priest, especially a holy priest who is raid healing.

A raid healing holy priest is going to make heavy use of three spells primarily: Prayer of Healing, Circle of Healing and Holy Word: Sanctuary. She may or may not also make heavy use of Renew. (This is not to say such a priest would not use other spells, but those spells would do the majority of the heavy lifting.)

The common thread between all of those spells is lots of "hits" per cast. Prayer of Healing hits five targets per cast. Circle of Healing hits five targets per cast (six if glyphed). Renew ticks four times, or five times if you're at the quite attainable haste breakpoint of 12.5%. Holy Word: Sanctuary is variable, since it depends on how many people are standing in it, but assuming you choose to use it when a lot of people can be inside it, it hits a lot of people and it ticks nine times (base, without the four-piece tier 13 bonus).

When you have that many hits per cast, you're going to get a lot of critical strikes. Unlike single-target healers, where you're likely to get nothing on any individual cast, with these sorts of spells, you're quite likely to get at least one critical strike per cast, if not more. This, in effect, acts as a similar effect to mastery (I'm not speaking mathematically, here, but rather conceptually); each of your casts in effect gets some extra healing. Not RNG healing, mind you, but a pretty predictable return since each cast has enough chances for "mini-crits" that you are very close to guaranteed to get some.

The difference, of course, is that this return will be front-loaded. It happens as soon as you make the cast, or as soon as the tick happens (in the case of Renew or Holy Word: Sanctuary). You see the healing immediately and so do your fellow healers. It won't be overhealing for you (assuming you cast when there was damage to be healed) and it hopefully won't lead to overhealing for your other healers if they see and adjust.

Now, can Echo of Light still do yeoman's work? Absolutely...in fights where your healing team is really struggling to stay abreast of damage the entire fight, and therefore everyone is not eventually topped off, then your Echo of Light will be able to tick fully and mastery does have a better conversion rate from rating to throughput gain. In cases where you are never really topping off your raid, mastery is a stronger stat.

However, fights like that are very rare unless you're trying fights that you don't really have the throughput for. In most fights, you either have periods of strenuous healing that eventually end, allowing you to get the raid topped back off for the next such period, or else you're casting continuously in order to keep the raid largely topped off to be prepared for large damage spikes. In neither scenario is back-loaded healing a big asset, really. Obviously, it's not all wasted...some of those Echo of Light ticks occur while you're casting the next spell, which presumably is still before everyone is topped off to full health. However, the larger and larger ticks keep getting pushed further into the future by each successive cast.

You won't do poorly with a lot of mastery, but you may find that you squeeze more useful healing out of critical strike.

Could this problem with mastery be remedied? I think a fairly simple "fix" would be to make Echo of Light operate the way Wild Growth does on each target it hits: front-load the healing so that the HoT starts off strong and then weakens over its duration and, otherwise, let Echos of Light combine the way that they already do. I believe that that would help balance out the continuous pushing back of stronger HoTs. You'd still be creating stronger HoTs with each successive cast, but it would deliver a big percentage of its payload quickly...which, again, has the virtue of being reflected quickly in the life bars, allowing your healing team to adjust their casting around it.

Wednesday, March 28, 2012

Priests Desperately Need Minors

That title should bring in a lot of Google search traffic, I think. That's a quick lesson to all you kids out there who want to be pro bloggers: you can't cheat SEO (search engine optimization) algorithms, so make a title that's actually honest about your subject matter.

This post, of course, is about the criminal need for more minor glyphs for currently frustrated priests.

Blizzard unveiled a fantastic (in my view) system for glyphs: remove the obvious "increase one's powers" glyphs (if they're so obvious, they should just be baked into the spells and balanced appropriately) and just have (major) glyphs that allow you to tailor your playstyle to preference and (minor) glyphs that are largely only for customizing one's visual style.

If Blizzard does a good job, major glyphs will largely be balanced against one another, so none are "clear winners"...you select the ones that make playing your class more fun for you. That said, I'm not going to discuss major glyphs in this post. I may re-visit them in a future post. This post is about cosmetic/stylish minor glyphs that could be fun for priests.

A bunch of druid minor glyphs were revealed during the Mists of Pandaria press tour blizzard of information (pun fully intended). I can only assume that since those were the minor glyphs displayed during a "first look" that those are intended to be the baseline of what to expect for every class. Blizzard would never resort to the cheap movie trailer tactic of only showing the best bits to lure you in, right? I would think that the cheap escort tactic of hinting at but not yet showing the best bits would serve them better.

So, in that spirit, I'm going to assume priests are going to get an avalanche of amazingly cool minor glyphs and suggest some that I'd like to see.





Glyph of the Shadow Raven


Getting to the obvious one first (but I'd be remiss in skipping past the one that many priests have wanted ever since shadow orbs were added to the game), this glyph would either turn the shadow orbs graphic in shadow ravens, or else just passively surround priests who are in Shadowform with shadowy ravens. In either case, the precedent here are the shadow priests from New Hearthglen, in Dragonblight. They have a few shadowy ravens circling them (all the time, as I recall). It's a nice bit of style.


Glyph of the Angel


This one would be for any priest who took the Archangel talent (perhaps including shadow priests, but perhaps only for healing priests). This glyph would passively provide the current archangel graphic (small, glowing wings) at all times, and when the ability was actually activated, they'd unfurl into a slightly more obvious graphic (perhaps Tyrael-like wings?).


Glyph of Holyform


With this glyph, priests in a Chakra state get the graphic that is currently given to priests who have activated Chakra but haven't yet cast a spell that puts them into a Chakra state (a lovely wreathing in golden flames). Why must such a lovely graphic be mostly never seen (though it bears mentioning that a similar graphic is used for Power Infusion)?


Glyph of Natural/Liquid/Lunar Penance


This would be three different glyphs, each of which re-colors Penance. The "natural" version gives Penance a green, leafy look (Blizzard does a nice job with putting a "falling leaves" look into spell graphics). The "liquid" version would give Penance a blue and watery look. And the "lunar" version would give Penance an otherworldly white glow. (This one is a little dodgy, since golden light is a bit of a priest staple and the "natural" and "liquid" versions would look druidic and shamanistic, respectively...it might not foster a cohesive look for the class.)


Glyph of Vengeance


Your Spirit of Redemption is now a Spirit of Vengeance...instead of using the model of a graveyard angel for when you turn into a Spirit of Redemption, you gain the model of a val'kyr. Actually, will holy priests even have that ability in Mists of Pandaria? I've almost never taken the talent, so I've really not even paid attention.


Glyph of Poignant Death


When you perish, you emit of flash of golden (or shadowy, if you are in Shadowform) light. The world just got a little dimmer (or brighter, if you were in Shadowform) for the loss of a priest. So sad.





As you may be able to tell, I don't play shadow very much, so I'm rather healing priest focused with these glyphs. I think, though, that glyphs like these (including more selection for the shadowed in the priesthood) would allow for some fun flash to be added to the priesting game.

If you have ideas (hopefully, even better ones than these, though I am very enamored of Glyph of the Angel!), please share them in the comments!

Friday, March 23, 2012

Fixin' Things

So in the wake of another winding-down expansion (Cataclysm, in case you forgot), I've decided to propose some solutions for things that are either considered broken by many people (archaeology, for example) or things that are considered broken by me (transmogrification, for example). I may even fix things that aren't broken, but could stand to be improved. Hey, if I'm waving this wand, I should wave it as much as I can.


Archaeology


This is something I really want to make fantastic, because it almost feels like a great time-waster, but not quite. And I think solid time-wasters are important for those times when you want to be on World of Warcraft (where some of your friends are) and doing something vaguely productive with your character. Blizzard definitely seems to agree, as their next expansion (Activity Stations of Pandaria, in case you had forgotten) seems to be chock full of attempts at giving us things to do that don't take hardcore time investment.

Still, archaeology is almost good, so here's my attempt to make it good.

I think that instead of adding a handful of starter epics, as they did with the introduction of the profession, they should add an enormous number of transmogrification pieces, with varying drop rates. Many different pieces ranging across the spectrum of cloth, leather, mail and plate, and all the various weapon types (or at least the most-used types...considering there are rarely best-in-slot fist weapons, it may be forgivable not to put in a lot of fist weapon transmogrification pieces). Cloaks, too, of course.

Now here's a key: all of these pieces should be account-bound. Forcing you to grind up the profession on every character and then making the vast majority of the drops useless (a cloth piece when you're excavating on your rogue, a plate piece when you're excavating on your hunter) would be vexing. Allow players to excavate on the character of their choice and still feel pleased about drops that their other characters can use. None of this stuff should be stat-filled power gear, so game balance in being able to fire stuff all around your account shouldn't be a relevant issue.

Many of these pieces should be quite rare, others not so rare. Conceptually, I'd say that if a player was likely to find one of these items a week when doing archaeology a fair amount (but not an incredible amount), then there's a pretty good sense of reward in excavating whenever you have some free time. You can do it by yourself, so you don't need to wait on the whims of friends or guild members (as you would for transmog runs through many instances) and it feeds into one form of character progression: the wardrobe you have available to put your own special stamp on your character.

Now, you may ask, "But where are all of these transmogrification pieces going to come from? Artist time isn't infinite and they're working on a lot of things!" I'm glad I had you ask that. One source of these piece, of course, could be recolored versions of existing items. Maybe a green or silver or multi-colored version of those feathery druid tier shoulders that my friend Khizzara loves so much. Or a replica of the Starshard Edge (full disclosure: I've been desperate to get my hands on that dagger, so this example might be a little self-serving).

Another source, if recolors and replicas leave you a little cold, is clothing that currently only NPCs wear. For example the gown that Azshara wears in the Well of Eternity dungeon. Or the gauzy dress that Tyrande wears in the...Well of Eternity dungeon (they really knocked themselves out for wardrobing their dungeon dwellers in 4.3). There are quite a few objets d'art that are worn throughout the game by NPCs. Why not assume some of them ended up buried for us to find?

In addition, yes, create some new stuff. These solutions weren't meant to be effort-free, but rather things Blizzard could do (at some cost to themselves) to upgrade game systems (in my view) without it being excessive in terms of resources spent. Combine some amount of new art, with some recolors/replicas, with some NPC-only pieces and you can create a pretty large number of options without having to design an inordinate amount of new stuff.

Plus, of course, you can toss in the requisite number of mounts and pets, which I assume they plan to do anyway. This would just be to supplement those.


Transmogrification


Okay, I don't truly think this is broken. I'm enjoying it. It's just not quite as magnificent, as conducive to self-expression, as I believe it could be.

Here's my list of fixes in a handy bullet-list format:

  • This one's a two-parter and one part Blizzard has already said they're looking into. Allow players, when transmogrifying a weapon, to choose to carry over the enchantment glow on the source weapon in addition to the weapon art. In addition, allow the enchantment glow display on one's weapon to be toggled on and off, like the display of one's helm and cloak. The second, of course, is something Blizzard has already said they're interested in doing. The first, though, I think is a fairly obvious feature to implement. There are a number of enchantment glows in the game to select from and it offers players one more customization venue. And if they think their weapon looks best with no glow, well, that's what the toggle is for.
  • Classify weapons by family and allow transmogrification within family. For example, here is a set of families: one-handed weapons (mace, dagger, fist weapon, sword, wand*), two-handed weapons (two-handed sword, two-handed mace, two-handed axe), pole-arms (pole-arm, staff), ranged (bow, crossbow, gun). You can't transmogrify a dagger to look like a staff or a two-handed axe to look like a fist weapon, but weapons of the same general class can be transmogrified into each other, so that if you have a two-handed mace, but really love the look of two-handed swords, you can still use that for your look. Blizzard already allows this with ranged weapons, so I think there's little to no conceptual leap to extend it.
  • This one is not technically a mechanical issue of transmogrification, but I think it is quite related to the new world order of customizing one's appearance. Allow the display of one's shoulder piece to be toggled on or off, much like the current toggles for helm and cloak. I'd say that shoulder pieces are even more likely to be disruptive to one's desired look than cloaks. In the past, the argument against allowing this was the prestige-identifier theory--that players identified the power level of other players by the distinctive look that their shoulders, chestpiece and leggings created. However, with transmogrification, that's all out the window anyway...you can no longer have any idea of another player's gear level from the look of their gear if they choose to customize their look. So you might as well allow shoulders to be hidden, since a player intent on changing their image will likely be using the look of shoulders quite out of step with their actual ilevel.
  • Allow white (common) items to be used as sources for transmogrification. It seems like a very arbitrary limitation and, perhaps surprisingly, there are quite a few very nice or very unique looking models hidden away in the statless items.
*In Mists of Pandaria, wands will be main hand weapons


Glyphs


I really should have written this post four months ago or so, like I had planned, rather than being lazy, because the fix for the glyph system that I would have presented is virtually identical to what Blizzard appears to be planning for Mists of Pandaria (minor glyphs being an extensive collection of fun and cosmetic choices, major glyphs allowing customization of one's play style and the "power" glyphs--the ones that just flatly power up your spells--removed and just baked into the spells and talents).

I would sue Blizzard but I've learned from past experience that the legal system is not sympathetic to claims of "thought robbery" while one is sleeping.

Still, I guess that's one game system Fixed(tm). I'm going to take credit for it and wait for my other fixes to be put into action. It's only a matter of time.


To be continued...someday...